Electronic game wordbuster

ABSTRACT

An electronic game consisting of a playing grid and individual letter tiles on racks, which allows players to create words for placement on the playing grid without having all of the letters of their chosen word on their tile rack. Players only need to imagine a word, for which they must hold the first and last letter tiles on their tile racks. When their chosen word is typed on a keyboard and transferred to the playing grid that word will in most cases comprise full tone and half tone tiles. Full tone tiles are those essential first and last letters of the word tiles that were on the players tile rack and have transferred to the playing grid. Half tone tiles are those tiles which complete the spelling of the chosen word and are automatically provided by the games management system, and which were not on the players tile rack.

SPECIFICATION

The following statement is a full description of the invention, including the best method of performing it.

PRIOR ART

Board games like ‘Scrabble’ that use the alphabet to form words to earn scores as their means of testing player literacy and skills currently exist in a number of forms. The rules of the many word board games vary and it is the rues that distinguish one word game from another. The rules, and how players score, ultimately creates the dynamics of each word game and tests the skill of people who play any of these games. Board games are made from paper and board which are inert and have rigid limitations on what those games can provide as dynamic playing features, Comparing paper board games to electronic games is like comparing a photograph to a high resolution motion image. This makes board games almost obsolete when compared with tie playing possibilities and the almost unlimited technology available for electronic games. Playing dynamics created by new computer programming technology is the distinguishing feature of this ELECTRONIC GAME WORDBUSTER patent application, which relies partly upon digital technology as the basis of its creative playing differences, inventiveness and game playing features.

The Object of this electronic game invention is to provide its players with a game that allows for placing suggested words on a playing grid, without having to place all of the letters of that suggested word on the grid. Players will be required to place only the first and last letters of their suggested word. More letters if they can. Where unplaced letters are missing within that suggested word, subsequent players can change the missing letters and add their own letters to change the spelling and meaning of the suggested word. In making such changes, the second player is ‘busting’ the first word. Busting is the term used in the game to describe the action of changing letters of a word and it is possible that such changes can occur several times to any suggested word until that word has been completed with all of its tiles having been placed on the grid. After any tile is placed on the playing grid, that tile cannot be changed by any player. This game provides great risk for all players because so many words in the English language can, with simple changes of even just one letter be altered to become different words with different meanings. This will test the depth of each player's literary skills as they each consider how any word they suggest and place on the playing grid might be at risk of being changed by another player.

DESCRIPTION OF INVENTION

This invention is designed so Players will each select a colour, either red, blue, green or yellow that will identify their tiles when placed on the grid. The game allows for placing suggested words on a playing grid, without having to place all of the letters of that suggested word on the grid. Players are required to place only the first and last letters of their suggested word. More letters if they can. Where unplaced letters are missing within that suggested word, subsequent players can change the missing letters and add their own letters to change the spelling and meaning of the suggested word. Such changes can occur several times to any suggested word until that word has been completed with all of its tiles having been placed on the grid. After any tile is placed on the playing grid, that tile cannot be changed by any player. If any word is changed, the score achieved by the initiating player for that word will be transferred to the player who changes the word. Players will be limited to the letter tiles they have on their tile racks for deciding any suggested word. This electronic game invention allows its players to randomly select alphabet tiles from a bank of tiles and to then use some or all of those tiles to suggest a word on the playing grid. This is accomplished by the player using a curser to locate where the suggested word will be placed and then by using a keypad to type the letters of the suggested word onto the grid. The suggested letters will appear on the grid as half tone letters, awaiting the transfer of the required first and last letters of that suggested word. Any tiles transferred from a tile rack to the grid will appear as full tone tile on the playing grid. To secure their suggested word and accrue the scoring, the player must place from his/her tile rack the first and last letters of that word onto the grid. If the player can place more tiles from their tile rack they may do so at this time. When the tiles are transferred they will appear on the playing grid as full tone tiles, and once placed on the grid, those full tone tiles cannot be changed by any player. This may leave several half tone letters of the suggested word still awaiting placement of full tone tiles on the grid and in this situation the subject word is exposed and able to be changed by the next player or players if they can think of a different word and if they have the tiles to secure their desired change of the word. It is not required that any player place all of the letters of their suggested word if they cannot do so, but they must when changing an existing word, type in their suggested change of the word and then place one or more tiles on the playing grid to give effect to the suggested change. Until all letters of the suggested word are placed on the grid by any player who can do so, the unplaced half tone tiles can be altered by other player. Additional leters placed on the grid provide reduced risk against the suggested word being changed by another player and by placing additional letters a player also increases their score. Just by adding a single letter to a suggested word, a player can change the word and its meaning. This process creates a strong element of risk for all players of their scores being lost to other players, and perhaps several changes to any word as play progresses. These risks will contribute toward players being very careful about what words they place on the board and if their suggested words are exposed to be changed. Playing dynamics of this game are greatly improved withthe use of technology that can automatically keep score, ensure compliance with the rules, move scores from player to player, provide automatic scoring managemnt, provide dlgital displays of each players score by colour, show the highest score ever recorded by any player in the past as a target for future players to beat, activate and maintain variable player-set timing limits of the time to be taken by each player to complete their turn. As players' progress in playing this game some words will intersect others and where such intersect occurs, the intersected tile must be placed on the grid by the player who creates that intersected word as described in FIG. 3. and FIG. 4.

The Drawings. The words used in the FIGS. 1, 2, 3, 4, 5, 6, 7 and 8 are example words only for the purpose of illustrating how this invention works and are not words sought for any patent protection. They form a part of this patent application simply to illustrate how the game can flow from word to word and to demonstrate the playing method of the game.

FIG. 1. In this drawing we see the playing grid 1. with a number of squares dedicated to bonus opportunities for players, tile 2. shows the take 5 add 5 square, The Take 5, Add 5 square allows a player to take 5 points away from another player and add them to their own score, tile 3. shows the double points square and tile 4. shows the triple points square. Tiles that are placed on these squares will have their scores multiplied accordingly. Tile 5. the suggested word MANAGE has been typed onto the grid in half tone letters by the first player as the word to start the game.

FIG. 2. To comply with the rules, the player must transfer the tiles from their tile rack for the first and last letters of the word onto the grid—in this example, the ‘M’ tile is shown as 6. and the ‘E’ tile is shown as 7. The player may also place any other letters that they may have on their tile rack onto the board to assist to spell the word MANAGE. This leaves any unplaced letters shown in half tone as being unprotected for the next player to either add letters or to ‘bust’ the word by changing those unprotected letters to form a new word. For placing the word MANAGE onto the grid, that player gets a score of 10 for creating the word and ONE point for each of the 2 letter tiles M 6. and E 7. transferred from their tile rack. Total score of 12 points unless tiles are placed on bonus squares which will increase the players score. The next player may now ‘bust’ the first player's word by changing it if they have the correct tiles on their tile rack and if they can think of a word that replaces the suggested word MANAGE. Where the game tests each players literacy skills is that there are dozens of 6 letter words in the English language that start with ‘M’ and finish with ‘E’. The word MANAGE can now be busted and changed to MIDDLE, or MEDDLE, or MENAGE for example. There are many words that could be used to replace the word suggested by the first player. It is only when sufficient protected letters have been added to the word in full tone, that the word may be considered safe from attempts to change it. The letter R could be added for example to change the suggested word to MANAGER which would bust it. If any player can at any stage of the game change any players word, that second player steals the score that accrued to player one for that word. Unless player two can secure their new word with letters from his/her tile rack, then the word remains available for ‘busting’ again. For example, if player two decided to change the word MANAGE to the word MUDDLE and for example could only place the letters DDL onto the grid, it would leave that word exposed for player three to change MUDDLE to MIDDLE or MEDDLE and in turn steal the score from player two. Another player could add an R, to make the word MEDDLER. This playing method leaves words at risk and will test the depth of literacy of all players and their ability to protect words they suggest on the grid. To succeed, the game requires players to add words that are difficult to change, and of course, randomly selected tiles do not ensure any player can take advantage of opportunities when it is their turn.

FIG. 3. (7) Shows the next suggested word MIDDLE 8. being placed on the grid as half tones and relying also on the existing full tone letter ‘M’ 6. from the existing word.

FIG. 4. In this example the player has only used one tile—the letter E 9. and scores 10 for a new word and the points for placing one tile if it is placed on a bonus square.

FIG. 5. This shows an intersecting word, in this example the word DEFEND 10. has been suggested and this word intersects an existing word at the letter N 11. It is required by the rules that where the intersect occurs, if the letter is not already a full tone letter, it must be replaced by a tile from the players tile rack so the intersecting tile becomes a full tone letter of the new word. This ensures that the intersected letter is safe and not affected if the intersected word is exposed to be busted.

FIG. 6. Shows the placement of the thea D 12, N 13, and D 14. The tile N 13. is placed on the grid where it intersects the word MANAGE, together with the first and last tiles D 12, and D 14.

FIG. 7. The suggested word ENVELOPE shows in half tone 15.

FIG. 8. This example shows the use of the existing letter E 16. and also shows that the player added the tiles L 16, O and E. 16.

The Best Method of Playing this Game.

Played by 1 to 4 players who are each identified by the colours Red, Blue, Yellow and Green.

This game can also be played by a solo player using artificial intelligence contained within the computer programme. Unlike other word games, players create words by ‘suggesting’ the word they wish to play, although they may not have the alphabet letter tiles to construct that full word. Players suggest a word and only need to place the first and last letters of that word on the playing grid. After typing into the grid the suggested word, the letters of which will appear as half tone images on the grid, the player transfers the first and last letters of that word to the grid where those letters will appear as full tone letters. As such, they remain secure and cannot be changed. If the player has any additional letters that comprise the suggested word they may also add those letters at this time. To place additional letters will assist to limit the opportunity another player has to change that word, plus. a player will increase their score. This game is based upon players suggesting words that other players can change, or ‘bust’. “Busting’ is the term used to describe the process of another player steeling the suggested word and taking the score away from the originating player. At their turn, each player can either add letters in front of, within or after an existing word or spell out their new suggested word on the playing board, and the word will be shown on the playing board in half tone letters. Only letters placed from the tile rack to the grid will be shown as full tone letters. Half and full tone letters will be colour coded to identify the player who created the word. The risk, and the essence of this game is that if any half tone letters of the word can be altered in any way, even by changing just a single letter at the beginning, within or end of the suggested word, that word remains exposed for ‘busting’ by another player. A lot of words in the English language can be altered by simple changes in spelling. This electronic game Wordbuster relies on this fact and creates a game of skill and literacy where each players spelling and language skills are tested and developed. In considering all of the options and possibilities for each word, brain exercise results and vocabulary development also takes place. For example if a player was to suggest the word MIDDLE and only place the first and last letters, another player can bust it by changing the word to MUDDLE by placing just the tile ‘U’ on the board to replace the letter ‘I’. Other 6 letter words that could replace MIDDLE and start with M and finishing with E are—MALICE, MANAGE, MENAGE, MANGLE, MANTLE, MANURE, MARBLE, MARINE, MARQUE, MATURE, MEDDLE, MENACE and many others. Playing skills are challenged by trying to place words on the board that are less easy to change. Words that cannot be changed are more secure and prevent other players ‘busting’ those words and stealing the score earned by another player for suggesting the word.

SCORING.

Every tile placed on the grid has a value of ONE point unless it is placed on the grid where bonus points can increase the score for tiles so placed. The player who suggests/starts a word earns 10 bonus points, plus any other points created as a result of where a player places additional tiles, however if another player ‘busts’ that word, they steal all of the points that were previously won by the player who initiated the word—the 10+ points are deducted from the original players score and added to the busting players score. The colour code of that new word will be changed to the colour of the busting player to show who now owns that word which may still be exposed to being ‘busted’ if any other player can think of a possible variation. Words are only secure from busting when full tone tiles are on the grid.

It is possible for a word to be busted several times until it is completed. In additional to getting the ‘busted’ points, additional points are scored for the new player placing their tiles on the board. Any tiles added to a word which do not bust it, simply add to the score of the player who places the tiles.

TAKE 5 ADD 5. This grid square provides an opportunity for any player who places a tile on it to deduct 5 points from any player of their choice and add those 5 points to their own score.

The grid squares DOUBLE SCORE and TRIPLE SCORE provide a multiplying benefit to any player who places a tile on such squares. Their tile which normally earns a single point will be increase by the multiplied value shown on the relevant grid square.

The electronic management system for the game will maintain play to the rules and deny any play that breaches the rules. Pop-ups will advise any player that their intended play cannot be accepted and why. Scoring will also be automatically maintained by the game management system.

Rules for Playing this Game.

1. Each player will be able to select a playing COLOUR. As each player suggests and places a new word, the colour of the tile placed will identify which player paced the tile/s. Each player will also type their name against their chosen colour.

2. To decide who starts the game, each player randomly selects 1 alphabet the from the tile bank.

3. The player who selects the lowest letter of the alphabet to ‘A’ can start the game. If two players collect the same low letter they draw again until one wins. The play runs clockwise from the starting player.

4. Next, each player in clockwise rotation from the starting player takes 7 more tiles from the bag so they have 8 tiles each. Players cannot see each other's tiles.

5. Each tile placed on the board has a value for scoring of 1 point unless it attracts a bonus from being placed on a bonus square on the grid or is subjected to the take 5 add 5 requirement

6. Words can be placed both horizontally or vertically on the grid with words intersecting each other as long as each individual word is a genuine word listed in a dictionary. When words intersect, the letter that is shared by both words must be placed on the grid to confirm the word that created the intersect.

7. Play starts with a word selected by the first player. At that time the player must type in full onto the playing grid the full word suggested by the first player. The word will appear on the grid in half tone letters. The player must then transfer the required tiles from their tile rack and place the first and last letter of the suggested word in the appropriate places to replace the half tone letters. If the player can add any more letters to the suggested word then this is the time to transfer them if the player wishes to do so. Those letters will appear an the playing grid as full tone tiles after which they cannot be changed. Each suggested word will be colour coded to the appropriate player and can be claimed as the property of the player who suggested that word and for this the player gets 10 bonus points plus a point or bonus points for additional letters placed on the grid. The word and the score earned for placing it on the grid remains the property of the first player unless a subsequent player can change it.

8. It is possible that some letters of any suggested word may be missing and those missing letters can be placed on the board by other players in turn to complete or to change the word. Simply placing missing letters of the original suggested word does not bust a word, unless by placing those letters the word is changed.

9. Because the first player may not have all the letters to the word they suggested—perhaps just 2 or 3 letters, the word is incomplete with exposed letters showing in half tone. It is then an exposed word and possible for another player to alter it and ‘bust’ the word by changing or adding one or more of the letters in it. A suggested word can be changed by adding additional letters placed in front, within or following any suggested word. For example the word ‘SIMPLE’ could be easily changed to the word ‘SAMPLE’. SIMPLEST or SIMPLER so another player can claim the first players points by stealing or ‘busting’ it. The word DETERMINE could be changed to PREDETERMINE. The first player has his/her score reduced by the amount of points they collected when suggesting the word. Those points will transfer now to the busting player.

10. Any player who steals or busts a word by changing any letters must place the relevant letter or tiles that change the word on the board to validate their bust. In the above example, to change ‘SIMPLE’ to ‘SAMPLE’, the busting player must add at the least, the tile ‘A’ to effect the change of the word and to steal the suggesting players score.

11. Players can alter their own words on subsequent plays by adding letters that change their own word. For example by adding the letter R to MANAGE to make MANAGER. This will count as a new word with the appropriate score. In this case where the colour of the player is the same, there will not be a loss of points if the word belongs to the original player who is simply protecting their word from an obvious risk of it being busted by another player.

12. After any letter tile is placed on the board it cannot be removed.

13. When a player changes an existing suggested word, that player will automatically be allocated the score of the player who had previously suggested that word. The score that will transfer to the new ‘busting’ player will be the total of the score that was paid to the person who created the word at its previous change. Because it is possible to bust a word several times, it is only the score earned by the previous player, not an aggregate of two or more previous player scores for that word that will be eligible for being transferred to the new player.

14. Players must replace any spent tiles from the tile bakn at the completion of their turn.

16. The game is over when any player spends all of his/her tiles at their turn or when none of the players can place any more tiles. At this point any tiles left on any players tile rack will be deducted from their score at 1 point per tile.

17. The winner is the player with the highest score.

Not all of the embodyment described above needs to be used to form this electronic game, or board game.

Those skilled in the art would know that this game could be adapted for use on electronic means or in hard board game format. 

1. An electronic game that can be played by two or more players, comprising: a playing grid; and a plurality of individual letter tiles on more than one rack; wherein players create a word for placement on the playing grid without having all letters of the given word on the tile rack.
 2. The electronic game of claim 1, wherein players alter words placed on the playing grid by changing at least one letter of any word placed on the playing grid to create a new word.
 3. The electronic game of claim 1, wherein the playing grid is displayed on at least one visual display unit; and placement of a given letter tile is conducted by means selected from the group consisting of: keyboard; mouse; or computer control devices.
 4. (canceled)
 5. The electronic game of claim 1, wherein the playing grid comprises fifteen tile lines horizontally, and fifteen tile lines vertically, forming a square playing board.
 6. The electronic game of claim 1, wherein the playing grid comprises at least ten tile lines horizontally, and at least ten tile lines vertically, forming a rectangular playing board.
 7. (canceled)
 8. The electronic game of claim 1, wherein placement of a given word on the playing grid requires a player have in its tile rack at least a first letter of the given word and a last letter of the given word.
 9. The electronic game of claim 8, wherein the given word appearing on the playing grid comprises a combination of full tone tiles and half tone tiles.
 10. The electronic game of claim 9, wherein the full tone tiles comprise the first letter and the last letter of the given word.
 11. The electronic game of claim 10, wherein the half tone tiles comprise letters in the given word which the player does not have in its tile rack. 